Dev to Dev

Alex Sulman

Dev to Dev is the podcast about everyday Videogame Developers and why they do what they do every day - the many folks whose work shapes the games we play. Hosted by Alex Sulman, a veteran of nearly three decades in the industry, the show highlights the passion, challenges, and personal journeys of those often overlooked in gaming’s spotlight. Inspired by Greg Miller’s 2015 Game Awards speech recognizing a developer in the credits of a game he'd just finished, Dev to Dev continues that spirit of appreciation, giving voice to the people behind the craft. Each week, the podcast aims to offer thoughtful, positive conversations about connection, creativity, and the human side of game development, providing insight into both the rewards and personal challenges of making video games a livelihood. Find the Podcast at: Patreon: DevToDevPodcastInstagram: @devto.devpodcastBluesky: @devtodevpodcast.bsky.social‬YouTube: @DevToDevPodcast …and please drop me an email if you have any questions, thoughts, comments, guest suggestions, or ideas to: DevToDevPodcast@Gmail.com

  1. Dev to Dev S02 E12 - Tom Miles

    3D AGO

    Dev to Dev S02 E12 - Tom Miles

    Hey everyone, really happy to share this one! Tom Miles is someone I've worked with closely, and honestly, doing this conversation made me realise how much of his story I'd never properly heard. Tom grew up in the middle of nowhere in Norfolk, fell in love with games through a brother's Spectrum, spent years trying to get into an industry that kept not quite opening the door, and then spent 18 years at Creative Assembly building everything from weather systems to multiplayer backends once it finally did. He's the engineer who'd always say "anything is possible" in a meeting, which, trust me, you want to hear from your engineer. Highlights: How typing game listings into a ZX Spectrum as a nine-year-old set everything in motionWhy he nearly became a musician instead (and still might have wanted to)Building the entire UI for Rome: Total War as a junior — soloWhat eventually pushed him out of Creative Assembly after 18 yearsWhy being a generalist felt like a weakness for years, and how it turned out to be the thingHis competitive Pokemon TCG habit (yes, seriously — tournaments in France and everything)Why his current role at Antstream feels like the job he's always been suited for This one's warm, funny, and a bit honest about the messy middle of a long career. Go give it a listen. Find the Podcast at:SpotifyPatreon⁠RSS⁠⁠Instagram⁠⁠Bluesky⁠⁠YouTube⁠⁠Blog⁠Email: DevToDevPodcast@Gmail.comFind Tom At: https://www.linkedin.com/in/tom-miles-99031b31/@pokedaduk.bsky.social — Bluesky

    1h 4m
  2. Dev to Dev S02 E11 - Gonza do Campo

    4D AGO

    Dev to Dev S02 E11 - Gonza do Campo

    SORRY FOR THE DELAY!!! There was an issue with the RSS distributor that I have not been able to resolve. Normal service will resume on Monday (hopefully!) This next episode of Dev to Dev was such a good one! Gonza do Campo grew up in Patagonia playing Atari clones, then spent a decade managing factory logistics, and is now a Principal Producer at 2K in Valencia. The journey between those two points is genuinely worth hearing. What strikes me most about Gonza's story is how every part of his background that looked like a disadvantage turned out to be exactly what he needed. The Agile and Kanban frameworks that run game production? They came out of Japanese manufacturing, the exact world Gonza spent his first career embedded in. The younger producers who came to him for advice weren't looking for someone with more game credits. They were looking for someone who'd been through harder things. He'd spent years feeling behind. He was actually ahead. There's also a really honest thread in here about imposter syndrome, ego, and what it actually takes to lead well. Gonza talks about it with wonderful maturity, and it connects directly to how he thinks about production. Worth the listen for that alone. Highlights: Grew up in Patagonia where games were rare, expensive, and mostly clones — his first original game was Metal Gear Solid 4Pivoted to games at 30, studied at night while working full-time with a familyWorked his way in through a non-games role, then knocked on the studio door until they let him throughSpent years across outsourcing, indie studios, and Netflix game projects before landing at 2KCandid about imposter syndrome, therapy, and the ongoing work of leaving ego out of leadershipRecently relocated from Argentina to Valencia with his familyGo give it a listen — Gonza tells it better than I can summarise it. Find the Podcast at:SpotifyPatreon⁠RSS⁠⁠Instagram⁠⁠Bluesky⁠⁠YouTube⁠⁠Blog⁠Email: DevToDevPodcast@Gmail.comFind Gonza At: https://www.linkedin.com/in/gonzalodoc/

    1h 1m
  3. Dev to Dev S02 E10 - Andy Roberts

    APR 19

    Dev to Dev S02 E10 - Andy Roberts

    In the next episode of Dev to Dev - the podcast about everyday videogame developers and why they do what they do every day - Andy Roberts explores his journey into game development. In some ways this one feels a little like a time capsule from a very different era of the industry - one where curiosity and persistence had to do a lot more of the heavy lifting - but the lessons learned and the insight given is just as valuable today as it was then. We talk about how Andy’s early interest in creativity led him into early digital art and programming, not because he set out to make games, but because it was the only way he could actually play them. That thread - making things happen when they don’t exist - is something that runs through his entire career. What really stood out to me was how much of Andy’s growth came from proximity to talented people. Sitting in rooms, listening, absorbing, and gradually finding his voice. It’s a great reminder that you don’t have to have all the answers, you just need to stay open and engaged long enough to learn them. There’s also a lot here about ego, collaboration, and the reality of working in teams. The idea that design isn’t about owning ideas, but about shaping them, is something I think a lot of people struggle with early on. And finally, there’s that sense that being a game developer isn’t really a job you switch on and off - it’s just part of how you think. That constant analysis, curiosity, and drive to create doesn’t really go away. HighlightsCreativity as a necessity, not a luxury, in early game developmentBreaking into the industry before clear career paths existedLearning design through observation and collaborationThe importance of managing ego in creative teamsAdapting to different projects, constraints, and technologiesBalancing being an introvert in a role that requires you to be outgoingFind the Podcast at:SpotifyPatreon⁠RSS⁠⁠Instagram⁠⁠Bluesky⁠⁠YouTube⁠⁠Blog⁠Email: DevToDevPodcast@Gmail.comFind Andy At: https://www.linkedin.com/in/andy-roberts-7a60222/And his Company: https://www.thalamusdigital.co.uk/

    1h 23m
  4. Dev to Dev S02 E09 - Brandon Van Haren

    APR 12

    Dev to Dev S02 E09 - Brandon Van Haren

    This next episode of Dev to Dev - the Podcast about everyday videogame developers and why they do what they do every day - was a really fun one for me. Talking to Brandon Van Haren about his  journey hit on so many of the realities of game development that don’t always get talked about. He started out like a lot of us by playing games with family and getting hooked early. But what stood out was how he kept “playing” even when he wasn’t allowed to. Drawing levels, walking people through them, essentially prototyping before he even knew what design was… it’s such a pure version of this craft executed by someone who at the time had no idea what the craft even was! Hearing about Brandon’s transition into the industry - going from leading student teams at College to being an intern and having to absorb feedback from experienced directors - reminded me of how humbling that shift can be, and one we’ve all gone through in some form. Brandon talks very openly about that adjustment, and how important it is to learn when to push and when to align. We also get into encounter design, which I think is also rarely discussed. His focus on visual storytelling by showing players what’s happening rather than telling them really resonated with me. It’s one of those areas where design, narrative, and player experience all intersect in subtle but powerful ways. And then there’s the live service side of things. Shipping multiple updates a year, learning to push tools beyond their limits, and working with the same team for over a decade - it’s a great look at how consistency and collaboration can lead to mastery over time. Finally, I really appreciated his perspective on growth. Even after years in one engine, he made the effort to learn Unreal in his own time, just to stay sharp and open up new opportunities. That kind of mindset is what keeps a long career moving forward. HighlightsEarly creativity through drawing and “playing” self-made levelsTransitioning from student leadership to industry humilityThe importance of feedback and team alignmentVisual storytelling as a core pillar of encounter designPushing tools to their limits in a live service environmentSelf-driven learning to stay relevant in a changing industry Find the Podcast at:SpotifyPatreon⁠RSS⁠⁠Instagram⁠⁠Bluesky⁠⁠YouTube⁠⁠Blog⁠Email: DevToDevPodcast@Gmail.comFind Brandon At: https://www.linkedin.com/in/brandon-van-haren-5ba62544/

    56 min
  5. Dev to Dev S02 E08 - Aram Granger

    APR 5

    Dev to Dev S02 E08 - Aram Granger

    The next episode of Dev to Dev - the podcast about everyday videogame developers and why they do what they do every day - is with former colleague and all round top fella, Aram Granger. Aram’s journey into games is about as far from “planned” as you can get. He spent years in film and TV VFX before even considering games as a career. And yet, when he made the jump, it all clicked. Not because he’d trained for it, but because he’d built the right instincts along the way. One of my favourite moments was how he described VFX as “putting the sauce on the substance.” That idea really landed for me, especially because designers like me spend so much time thinking about systems and mechanics but the way those systems feel is crucial and the visual layer is so important to it. There’s also something really refreshing about how he talks about learning. Even after decades in the industry, he still approaches things with curiosity and humility. He’s not trying to be the smartest person in the room but rather he’s trying to make things the best he can, learn from others, and keep improving. And then there’s the feedback loop that’s true for Aram both in games and in life. The idea that we’re all chasing that little “attaboy” moment, whether we’re players or developers. It’s simple, but it explains so much about why games work. Highlights:Transitioning from Hollywood VFX into gamesWhy visual effects are critical to game feelThe importance of feedback and player rewardLearning through experimentation, not formal paths“Strong ideas, held loosely” as a development mindset Find the Podcast at:SpotifyPatreon⁠RSS⁠⁠Instagram⁠⁠Bluesky⁠⁠YouTube⁠⁠Blog⁠Email: DevToDevPodcast@Gmail.comFind Aram At: https://www.linkedin.com/in/aramgranger/

    1h 10m
  6. Dev to Dev S02 E07 - Nathan Kellman

    MAR 29

    Dev to Dev S02 E07 - Nathan Kellman

    This week’s episode is a really grounded, honest look at what it actually takes to build a career in game development, especially early on. Nathan Kellman joins me to talk about his journey into level design, starting from a love of JRPGs and evolving into working on Diablo IV. What really stood out to me here wasn’t just the career milestones, but the mindset he brings to the work. There’s a great moment where he talks about losing hours of work on an art piece and realising he didn’t want to redo it. That’s the moment he knew it wasn’t the right discipline for him. Compare that to level design, where rebuilding and iterating felt natural, and you start to see how important that internal signal is. We also get into the reality of the industry - projects getting cancelled, layoffs, and how you process that without losing momentum. Nathan’s perspective is refreshingly pragmatic. He understands the business side of games, but still holds onto the passion that got him started. On top of that, he’s now teaching level design, and I loved hearing how he approaches it, especially his insistence on removing art entirely so students can focus on what actually makes a level work. It’s a really thoughtful episode, particularly if you’re early in your career or trying to figure out where you fit. HighlightsHow Dragon Quest VIII inspired Nathan to pursue game developmentThe moment he realised art wasn’t the right path for himWhy losing work can reveal what you actually care aboutBreaking into AAA and working on Diablo IVThe reality of layoffs and project cancellationsWhy level design is central to the player experienceTeaching fundamentals and stripping away visual noiseThe importance of adaptability across genresFind the Podcast at:SpotifyPatreon⁠RSS⁠⁠Instagram⁠⁠Bluesky⁠⁠YouTube⁠⁠Blog⁠Email: DevToDevPodcast@Gmail.com Find Nathan At: https://nathankellman.wixsite.com/portfoliohttps://www.linkedin.com/in/nathankellman/

    1 hr
  7. Dev to Dev S02 E06 - Johnny White

    MAR 23

    Dev to Dev S02 E06 - Johnny White

    There’s something incredibly honest about the journey that Johnny White outlines in this episode of Dev to Dev - the podcast about everyday videogame developers and why they do what they do every day! From being the “weird kid” into games in Alabama to finding himself surrounded by hundreds of people who felt exactly the same way at Digipen thousands of miles from home. That shift, from isolation to belonging, is something I think a lot of us in game dev have experienced in one form or another. What really stood out to me was how late his “decision” came. It wasn’t like he knew at six years old that this was his path. It clicked later, through exposure, curiosity, and one of those moments where you suddenly see behind the curtain and realise “oh… this is how it works…!” And then he just went for it. Moved across the country. No safety net. No backup plan. Just belief that this was the thing he had to do. That takes guts. We also got into something that doesn’t get talked about enough- the emotional side of losing a project. What hit Johnny hardest wasn’t the game itself, but the people. That feeling of being part of something bigger, working alongside a team that genuinely cares, it’s hard to replace. That’s the real magic of game dev. Not just what you make, but who you make it with. HighlightsGrowing up as a “misfit gamer” and finding identity through gamesThe moment Breath of the Wild revealed how games actually workWhy design is often the best entry point into game developmentTaking huge risks to pursue a career in gamesBreaking into AAA through a 5-minute conversationThe emotional impact of cancelled projectsWhy collaboration is the most important part of game developmentCreativity as something you have to express Find the Podcast at:SpotifyPatreon⁠RSS⁠⁠Instagram⁠⁠Bluesky⁠⁠YouTube⁠⁠Blog⁠Email: DevToDevPodcast@Gmail.comFind Johnny At: Johnny White ⬩➤ GDC | LinkedInInstagram @Naladog.World

    1h 11m
  8. Dev to Dev S02 E05 - Brian T Kindregan

    MAR 16

    Dev to Dev S02 E05 - Brian T Kindregan

    In this episode of Dev to Dev, I sit down with Brian T. Kindregan, a veteran narrative designer whose career spans BioWare, Blizzard, Epic, Ubisoft, and beyond. Brian shares the winding path that took him from working in Hollywood animation to writing some of the most memorable narrative moments in modern games. Along the way, he talks about learning the craft of interactive storytelling, the surprising differences between film animation production and game development, and the creative challenges that come with building stories inside massive AAA worlds. What makes this conversation especially interesting is how honest Brian is about the realities of a creative career. From moving between industries to balancing leadership roles with creative work, he reflects on the moments that shaped his journey and the lessons he wishes more developers understood. HighlightsHow early text adventure games sparked Brian’s love for interactive storytellingThe unexpected path from Hollywood storyboarding to writing for BioWareWhy the Neverwinter Nights mod tools changed how Brian saw game developmentThe creative differences between film production and game developmentWhat it takes to lead narrative teams on massive AAA projectsHow creative fulfillment and career decisions intersect in game development Find the Podcast at: SpotifyPatreon⁠RSS⁠⁠Instagram⁠⁠Bluesky⁠⁠YouTube⁠⁠Blog⁠Email: DevToDevPodcast@Gmail.comFind Brian At: https://www.linkedin.com/in/briankindregan/Find Brian’s Book at:  The Definitive Game Narrative Guide

    1h 12m

About

Dev to Dev is the podcast about everyday Videogame Developers and why they do what they do every day - the many folks whose work shapes the games we play. Hosted by Alex Sulman, a veteran of nearly three decades in the industry, the show highlights the passion, challenges, and personal journeys of those often overlooked in gaming’s spotlight. Inspired by Greg Miller’s 2015 Game Awards speech recognizing a developer in the credits of a game he'd just finished, Dev to Dev continues that spirit of appreciation, giving voice to the people behind the craft. Each week, the podcast aims to offer thoughtful, positive conversations about connection, creativity, and the human side of game development, providing insight into both the rewards and personal challenges of making video games a livelihood. Find the Podcast at: Patreon: DevToDevPodcastInstagram: @devto.devpodcastBluesky: @devtodevpodcast.bsky.social‬YouTube: @DevToDevPodcast …and please drop me an email if you have any questions, thoughts, comments, guest suggestions, or ideas to: DevToDevPodcast@Gmail.com

You Might Also Like